/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef _MODELINSTANCE_H_
#define _MODELINSTANCE_H_

#include <G3D/Matrix3.h>
#include <G3D/Vector3.h>
#include <G3D/AABox.h>
#include <G3D/Ray.h>

#include "Define.h"

namespace VMAP
{
    class WorldModel;
    struct AreaInfo;
    struct LocationInfo;

    enum ModelFlags
    {
        MOD_M2 = 1, MOD_WORLDSPAWN = 1 << 1, MOD_HAS_BOUND = 1 << 2
    };

    class ModelSpawn
    {
    public:
        //mapID, tileX, tileY, Flags, ID, Pos, Rot, Scale, Bound_lo, Bound_hi, name
        uint32 flags;
        uint16 adtId;
        uint32 ID;
        G3D::Vector3 iPos;
        G3D::Vector3 iRot;
        float iScale;
        G3D::AABox iBound;
        std::string name;
        bool operator==(const ModelSpawn &other) const
        {
            return ID == other.ID;
        }
        //uint32 hashCode() const { return ID; }
        // temp?
        const G3D::AABox& getBounds() const
        {
            return iBound;
        }

        static bool readFromFile(FILE *rf, ModelSpawn &spawn);
        static bool writeToFile(FILE *rw, const ModelSpawn &spawn);
    };

    class ModelInstance: public ModelSpawn
    {
    public:
        ModelInstance() :
                iModel(0)
        {
        }
        ModelInstance(const ModelSpawn &spawn, WorldModel *model);
        void setUnloaded()
        {
            iModel = 0;
        }
        bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool pStopAtFirstHit) const;
        void intersectPoint(const G3D::Vector3& p, AreaInfo &info) const;
        bool GetLocationInfo(const G3D::Vector3& p, LocationInfo &info) const;
        bool GetLiquidLevel(const G3D::Vector3& p, LocationInfo &info, float &liqHeight) const;
    protected:
        G3D::Matrix3 iInvRot;
        float iInvScale;
        WorldModel *iModel;
    };
}          // namespace VMAP

#endif // _MODELINSTANCE
